
Embark upon a tragic tale and discover the ravaged world of Elypse! Fight your destiny in an arduous 2D adventure, story rich platformer, in a mesmerising and mysterious world.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 28 → 0.43/day in the week after.
About


Genres
Sums Steam only; PlayStation, GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 404reviews | 74% | — | $69.7K |
| $19.99 | 49ratings | 72% | — | not modelled | |
Engagement
Reviews
Themes across 53 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Franchement j'y suis allée sans a priori mais le resultat ne paie pas de mine la difficulté est en dent de scie tout le jeu on enchaine des phases ridiculement facile suivies par des moments juste atroces sans oublier que le concept d'avoir qu'une seule vie sans barre d'hp est problablement le plus gros crime de ce jeu sachant que sans ca il aurais était probablement beaucoup plus agréable a parcourir bref prenez le jeu si vous le voyez a bas prix mais gardez vos 10e pour acheter quelque chose de plus comfortable
严格来说并不算类银的一部平台跳跃作品,但是很奇怪各平台标签里都有类银,很奇怪的宣发。 游戏整体是属于线性平台跳跃,地图没有太多探索性可言,只有偶尔的小隐藏(也不算隐藏,稍微注意一下就能发现)。随着整个游戏的推进,角色会由最开始的一段跳,逐步获得冲刺、攻击、蹬墙、大冲、钩锁等能力,其中冲刺的段数还会不断上升,最终达到六段冲,机动性非常强。鉴于这个过程中有能力的获取与升级,暂且把它放在这个系列里面。 游戏整体能给到8分,容错很低,死一次就要从存档点重来,再加上有些存档点离得稍有些远,对跳跳乐苦手很不友好,另外跳跳乐爱好者有福了[cube_喜欢]另外游戏虽然有辅助模式,但是几乎等于无,手残玩家慎入。 游戏不算很长,流程大概三四个小时,原价买有点亏,可以蹲个打折。画风很对我胃口,阴暗的深渊只有主角的一点亮光,强烈的对比配合上结局的动画,颇有一种不断上升中重获新生的感觉。音乐倒很一般,没什么很抓我的地方。 动作设计这块相当流畅,跳跃手感很好,再加之上一部通关的类银是尘埃异变,对比之下真让我感动[cube_摘墨镜]不过还是要吐槽,手柄玩家的摇杆过于灵敏,这个游戏冲刺的方向又需要比较精确的控制,经常会出现明明已经确定好方向,但是因为松手回弹,让方向发生了偏移,就很难受,相对而言键鼠是鼠标控制方向,会更加灵活。 因为主打平台跳跃,武器就是发射激光,后期会增多子弹数量,需要靠冲刺来填充,敌人什么的只是添头,我更愿称之为机关,不过有的敌人是真的蛮恶心的,点名锁头飞镖以及锁头激光,因为这俩速通差点翻车。boss战也都是机制战,更强调躲避。不过一命确实容错低,要求无伤通关。 最后这游戏玩家也太少了,可能是因为难度比较高受众很低,再加上游戏又没有可以调节的难度(这个游戏所谓的降低难度也太抽象了),打白金全成就的时候遇到不少问题,社区也没有有效解答,后面发现游戏成就翻译的有问题。我这里就简单讲一下全成就可能会遇到的问题,希望能为后来者答疑解惑,如果有其他问题的也欢迎来问。 流程成就就不说了,正常推图都会解锁。 硬骨头需要在空中击晕空壳傀儡,就是打四下就会晕的一个怪,最后一下在空中打就可以了。 以牙还牙是在乞丐的屋子里,它的地下室有一个灵魂水晶,打破就可以。 五级震撼,找一个地面怪很多的地方,下砸就可以(这个需要找乞丐买技能装备才能用)。 救命!救命!这个成就翻译的有问题,还是下砸的技能,直接找个深渊下砸,死了就可以。 实现目标!!!!翻译也有问题,打死带头骨的boss,之后用天使之棘射击头骨,把头骨射出boss房,会放礼花,解锁成就。 悲悯,这个是我觉得翻译的最抽象的,试了好久才明白怎么解锁。最后一个boss有两个阶段,一阶段转二阶段的时候,打破boss的圆环,boss就会释放漩涡吞噬转二阶段,需要在它释放的漩涡还没吞噬你之前,再次把它的一只手打碎(瞄着一只手打就可以),即可解锁成就。 淘金者,收集所有灵魂碎片。 2h速通,这个没办法,只能多打,死亡次数不多的话还是绰绰有余的。 深渊之神,翻译有问题,取得所有成就。 希望能为后来者提供一些帮助。
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Simplified Chinese, Traditional Chinese, Portuguese - Portugal
| $9.99 |
| 8ratings |
| 76% |
| — |
| not modelled |
| $9.99 | — | — | — | not modelled |
| $6.99−65% | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 53 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is such a hard game to describe, it's one that I both like and dislike at the same time, as it had good moments, but also had bad design choices The reason for this, is that it is not your typical precision platformer controls, they feel really bad at start but then you do kind of get used to them Saying that, I still think they are a fundamental intentional design flaw, and here's why Let's start with the obvious, the jump is horrendous, I am a bit harsh, but it takes a millisecond to reach max height and ages to descent, as if you had wings with a thruster This jump curve is such a weird decision, and it had to be intentional, as it is harder to program then a regular jump, being the same time both to jump and fall And this is just one of many odd choices the developers did in this game, and I think it just made it super frustrating and hard to control The second issue is speed, every control sends you flying 10 kilometers to given direction, walking, dashing, and jumping So for dashing, which is my main issue, you will dash the distance equivalent to 50% of your screen, instantaneously It is absurdly hard to control, and you end up having to take more space than necessary to get through most of the obstacles And you're given almost no time to direct the dash, as you don't have Ori's pause when aiming, you just have to be quick and pray And as for dying, you'll die a lot, as with the game's fast pace it just is granted that you retry a section over and over again until you get it Enemies and projectiles are the one centric reason for 90% of my deaths, mostly because of the homing projectiles and the small spikes And bosses here are fun except the fact that you die in one hit, so it's also adding to the constant cycle of repeating a section and correcting yourself for every new attack And yet despite this review being all mostly negative and critical, I still recommend the game, why? Because I enjoy pain, and because I think it has great art, music, and decent story, to go with platforming sections that are just hell, but so rewarding when you do them So if you enjoy this challenge, this is such a great hidden gem when bought on sale, but use this review to know what you're getting into
It's a short quality game, well worth it if you grabbed it on a sale. The graphics fit the theme, as for controls, I would recommend using a controller for a more smooth experience. Level design is alright, while the game treats you as a fragile porcelain doll who breaks in one touch, it is however lenient in how easily you can get back to where you got done in. There exist a place or two in the game which require extreme precision which isn't easily obtained with the controller, but if you figure out the gist of it, you can still get past it, enemies are designed alright. I do wish there would exist a sequel though as it feels like we are ending on a massive cliff hanger (you will get the pun). The game is pretty much a platformer, short but with smooth movement, which require precision, you will not survive, but that is okay.
画面优美,音乐一般,剧情没怎么看; 冲刺流畅,跳跃很轻盈,蹬墙跳很恶心;攻击手段只有射箭,射箭要靠冲刺填充,射箭还要自己对准怪,游戏里给的辅助瞄准是几个意思?怪都到脸上了都能射歪; 追赶逃亡路上还放小怪是几个意思?阴不阴啊;视角还不能向下向上看,在跳跃过程中不是被小怪阴死就是被地形阴死,小怪还是追踪型;总能在出其不意的地方放些小怪增加难度。 主角一击毙命,打boss也是如此,boss最后一个比较难; 全程高难度跳跳乐,比较善良的一点是存档点多,爱吃苦爱受虐爱跳跳乐的可以玩。玩完这个游戏都对跳跳乐有阴影了,手都给我干抽筋了。
В меру сложная платформинговая игрушка, 1-hit вместе с неприятными чекпоинтами поджигает вашу пятую точку xD Серия dash-ей ощущается приятно. Неточность наказывается, но по большей части - прощается игроку. (первая игра для меня с подобной механикой only dash) Линейная, Короткая. Описание преувеличено, Лора мало. Красивое начало, вкусные бэкграунды, хороший финальный босс. Любите такое - берите. А если не любите или есть сомнения - особо ничего не потеряете
nombre de mort pour finir le jeu : 631 Je recommande !
Recommended, but with reservations. Elypse is serviceable for what it's trying to be, it just feels underbaked. The core dash mechanic does actually feel pretty good, but the game does not really utilize it in interesting ways, and moreover kinda restricts itself from getting full use out of it largely due to its poorly designed camera for such a heavily movement-focused ability. It doesn't provide enough of a view ahead of you (especially downwards), so platforming can often feel like guesswork because you can't actually see what you're dashing into. Difficulty-wise, the game isn't actually too hard, it's mostly just increased due to this issue. The strongest point of the game for me was its combat, which feels like where the dash-shoot balance actually feels interesting. But its one-hit-kill system makes the combat feel more punishing than it needs to be and restricts the ability to make encounters actually interesting; the bosses often become trial-and-error rush attempts until you learn what their pattern is. The final boss in particular is, while actually a pretty good fight overall, is also made worse by some bad visual choices. The camera is especially zoomed out to capture the full field, but it makes it easy to lose your character amongst the chaos, which isn't helped by the fight largely sticking to a strictly red palette. There's a few other weird choices with the game as well that contribute to it feeling incomplete. There's an EXP and shop mechanic that is basically pointless due to you getting all the upgrades naturally well before the end of the game, and a good number of those upgrades also just feel kinda there to check the box for an upgrade mechanic.
I went into this expecting a fun exploration platformer with satisfying movement mechanics. Instead, it felt more like a Flash game than a polished experience. The movement system has potential, but the execution is rough. Chaining jumps doesn't feel intuitive, and your character loses all momentum the moment a jump ends, making platforming feel clunky and frustrating. Maybe it improves later, but the opening hours didn't make me want to stick around. The weapon knockback is also excessive. I died multiple times simply because firing pushed me into hazards. I also ran into what seems like a bug where my weapon would occasionally refuse to fire while I was mid-air, even though I still had a charge available. I kept thinking I had mistimed my input, but my second click simply wasn't registering. It's especially frustrating after finishing a difficult platforming section and trying to clear an enemy before landing. Instead, I had to drop down, refresh my jumps, and jump again just to kill it. Checkpoint placement is another major issue. Every death sends you back to fixed checkpoints, forcing you to replay platforming sections you've already cleared. That might work for boss fights, but it's just tedious during traversal. Finally, the camera is terrible. You often have to platform blindly because you can't see what's ahead until it's too late. A slightly more zoomed-out camera or a look up/down feature that actually showed more (not the current) of the level would have made a huge difference. Overall, the game has some interesting ideas, but the frustrating movement, poor camera, repetitive checkpoint system, and apparent input bug made it impossible for me to enjoy.
假装银河城,充斥光污染,诡异的下落,短小的流程
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
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